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vkd3d-shader/hlsl: Allocate anonymous constants after uniforms.
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Notes:
Alexandre Julliard
2023-07-04 23:26:22 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/254
@ -3359,8 +3359,6 @@ static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_functi
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struct register_allocator allocator = {0};
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struct register_allocator allocator = {0};
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struct hlsl_ir_var *var;
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struct hlsl_ir_var *var;
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allocate_const_registers_recurse(ctx, &entry_func->body, &allocator);
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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{
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if (var->is_uniform && var->last_read)
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if (var->is_uniform && var->last_read)
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@ -3377,6 +3375,8 @@ static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_functi
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}
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}
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}
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}
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allocate_const_registers_recurse(ctx, &entry_func->body, &allocator);
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vkd3d_free(allocator.allocations);
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vkd3d_free(allocator.allocations);
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}
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}
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